/// <summary>Sets up an inventory.</summary> /// <param name="inventory">Inventory to be set up</param> /// <param name="enemy">Is this an <see cref="Enemy"/>'s inventory?</param> public void SetUpInventory(List <Item> inventory, bool enemy = false) { for (int i = 0; i < 40; i++) { ItemSlot slot = (ItemSlot)FindNode($"ItemSlot{i + 1}"); slot.Enemy = enemy; if (i < inventory.Count) { GameState.AddItemInstanceToSlot(slot, inventory[i]); } } }
/// <summary>Sets up an inventory.</summary> /// <param name="inventory">Inventory to be set up</param> public void SetUpInventory(List <Item> inventory) { for (int i = 0; i < 80; i++) { ItemSlot slot = (ItemSlot)FindNode($"ItemSlot{i + 1}"); slot.Merchant = true; if (i < inventory.Count) { GameState.AddItemInstanceToSlot(slot, inventory[i]); } } }
/// <summary>Sets up the <see cref="Equipment"/> in the Grid.</summary> /// <param name="equipment"><see cref="Equipment"/> to be set up</param> /// <param name="level">Maximum level of <see cref="Item"/>s to be allowed in the Grid</param> /// <param name="currentClass">Required <see cref="HeroClass"/> of <see cref="Item"/>s allowed in the Grid</param> /// <param name="enemy">Is this Grid for an <see cref="Enemy"/>?</param> public void SetUpEquipment(Equipment equipment, int level = 0, HeroClass currentClass = null, bool enemy = false) { if (currentClass != null) { WeaponSlot.CurrentClass = currentClass; HeadSlot.CurrentClass = currentClass; BodySlot.CurrentClass = currentClass; HandsSlot.CurrentClass = currentClass; LegsSlot.CurrentClass = currentClass; FeetSlot.CurrentClass = currentClass; LeftRingSlot.CurrentClass = currentClass; RightRingSlot.CurrentClass = currentClass; } else { currentClass = new HeroClass(); } if (enemy) { WeaponSlot.Enemy = true; HeadSlot.Enemy = true; BodySlot.Enemy = true; HandsSlot.Enemy = true; LegsSlot.Enemy = true; FeetSlot.Enemy = true; LeftRingSlot.Enemy = true; RightRingSlot.Enemy = true; } if (level != 0) { WeaponSlot.MaximumItemLevel = level; HeadSlot.MaximumItemLevel = level; BodySlot.MaximumItemLevel = level; HandsSlot.MaximumItemLevel = level; LegsSlot.MaximumItemLevel = level; FeetSlot.MaximumItemLevel = level; LeftRingSlot.MaximumItemLevel = level; RightRingSlot.MaximumItemLevel = level; } if (equipment.Weapon != new Item()) { GameState.AddItemInstanceToSlot(WeaponSlot, equipment.Weapon); } else if (equipment.Weapon == new Item() && !enemy) { GameState.AddItemInstanceToSlot(WeaponSlot, GameState.DefaultWeapon); } if (equipment.Head != new Item()) { GameState.AddItemInstanceToSlot(HeadSlot, equipment.Head); } if (equipment.Body != new Item()) { GameState.AddItemInstanceToSlot(BodySlot, equipment.Body); } if (equipment.Hands != new Item()) { GameState.AddItemInstanceToSlot(HandsSlot, equipment.Hands); } if (equipment.Legs != new Item()) { GameState.AddItemInstanceToSlot(LegsSlot, equipment.Legs); } if (equipment.Feet != new Item()) { GameState.AddItemInstanceToSlot(FeetSlot, equipment.Feet); } if (equipment.LeftRing != new Item()) { GameState.AddItemInstanceToSlot(LeftRingSlot, equipment.LeftRing); } if (equipment.RightRing != new Item()) { GameState.AddItemInstanceToSlot(RightRingSlot, equipment.RightRing); } }